X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fmain.cpp;h=f67d53475ad234fbc5105dc07a7bca343c471849;hb=8835433b5ef23c22b3b84045af6f97dc52883ef1;hp=ef720789427db392f0830f81b9183ec26a4a0f75;hpb=a75876f24870b0c092a59b29fd25c9f2b34d334e;p=dragonfireclient.git diff --git a/src/main.cpp b/src/main.cpp index ef7207894..f67d53475 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,6 +1,6 @@ /* Minetest-c55 -Copyright (C) 2010 celeron55, Perttu Ahola +Copyright (C) 2010-2011 celeron55, Perttu Ahola This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by @@ -21,30 +21,16 @@ with this program; if not, write to the Free Software Foundation, Inc., =============================== NOTES ============================== NOTE: Things starting with TODO are sometimes only suggestions. -NOTE: VBO cannot be turned on for fast-changing stuff because there - is an apparanet memory leak in irrlicht when using it (not sure) - - It is not a memory leak but some kind of a buffer. - NOTE: iostream.imbue(std::locale("C")) is very slow NOTE: Global locale is now set at initialization -SUGG: Fix address to be ipv6 compatible - -NOTE: When a new sector is generated, it may change the ground level - of it's and it's neighbors border that two blocks that are - above and below each other and that are generated before and - after the sector heightmap generation (order doesn't matter), - can have a small gap between each other at the border. -SUGG: Use same technique for sector heightmaps as what we're - using for UnlimitedHeightmap? (getting all neighbors - when generating) +NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the + hardware buffer (it is not freed automatically) -SUGG: Transfer more blocks in a single packet -SUGG: A blockdata combiner class, to which blocks are added and at - destruction it sends all the stuff in as few packets as possible. +Old, wild and random suggestions that probably won't be done: +------------------------------------------------------------- SUGG: If player is on ground, mainly fetch ground-level blocks -SUGG: Fetch stuff mainly from the viewing direction SUGG: Expose Connection's seqnums and ACKs to server and client. - This enables saving many packets and making a faster connection @@ -58,39 +44,26 @@ SUGG: More fine-grained control of client's dumping of blocks from SUGG: A map editing mode (similar to dedicated server mode) -SUGG: Add a time value to the param of footstepped grass and check it - against a global timer when a block is accessed, to make old - steps fade away. - -SUGG: Make a copy of close-range environment on client for showing - on screen, with minimal mutexes to slow down the main loop - +SUGG: Transfer more blocks in a single packet +SUGG: A blockdata combiner class, to which blocks are added and at + destruction it sends all the stuff in as few packets as possible. SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize it by sending more stuff in a single packet. - Add a packet queue to RemoteClient, from which packets will be combined with object data packets - This is not exactly trivial: the object data packets are sometimes very big by themselves - -SUGG: Split MapBlockObject serialization to to-client and to-disk - - This will allow saving ages of rats on disk but not sending - them to clients - -SUGG: MovingObject::move and Player::move are basically the same. - combine them. - -SUGG: Implement a "Fast check queue" (a queue with a map for checking - if something is already in it) - - Use it in active block queue in water flowing + - This might not give much network performance gain though. SUGG: Precalculate lighting translation table at runtime (at startup) - This is not doable because it is currently hand-made and not based on some mathematical function. + - Note: This has been changing lately SUGG: A version number to blocks, which increments when the block is modified (node add/remove, water update, lighting update) - This can then be used to make sure the most recent version of - a block has been sent to client + a block has been sent to client, for example SUGG: Make the amount of blocks sending to client and the total amount of blocks dynamically limited. Transferring blocks is the @@ -99,270 +72,251 @@ SUGG: Make the amount of blocks sending to client and the total SUGG: Meshes of blocks could be split into 6 meshes facing into different directions and then only those drawn that need to be - - Also an 1-dimensional tile map would be nice probably + +SUGG: Calculate lighting per vertex to get a lighting effect like in + bartwe's game + +SUGG: Background music based on cellular automata? + http://www.earslap.com/projectslab/otomata + +SUGG: Simple light color information to air + +SUGG: Server-side objects could be moved based on nodes to enable very + lightweight operation and simple AI + - Not practical; client would still need to show smooth movement. + +SUGG: Make a system for pregenerating quick information for mapblocks, so + that the client can show them as cubes before they are actually sent + or even generated. Gaming ideas: ------------- - Aim for something like controlling a single dwarf in Dwarf Fortress - - The player could go faster by a crafting a boat, or riding an animal - - Random NPC traders. what else? +Game content: +------------- + +- When furnace is destroyed, move items to player's inventory +- Add lots of stuff +- Glass blocks +- Growing grass, decaying leaves + - This can be done in the active blocks I guess. + - Lots of stuff can be done in the active blocks. + - Uh, is there an active block list somewhere? I think not. Add it. +- Breaking weak structures + - This can probably be accomplished in the same way as grass +- Player health points + - When player dies, throw items on map (needs better item-on-map + implementation) +- Cobble to get mossy if near water +- More slots in furnace source list, so that multiple ingredients + are possible. +- Keys to chests? + +- The Treasure Guard; a big monster with a hammer + - The hammer does great damage, shakes the ground and removes a block + - You can drop on top of it, and have some time to attack there + before he shakes you off + +- Maybe the difficulty could come from monsters getting tougher in + far-away places, and the player starting to need something from + there when time goes by. + - The player would have some of that stuff at the beginning, and + would need new supplies of it when it runs out + +- A bomb +- A spread-items-on-map routine for the bomb, and for dying players + +- Fighting: + - Proper sword swing simulation + - Player should get damage from colliding to a wall at high speed + Documentation: -------------- Build system / running: ----------------------- -NOTE: The following fixme is not apparently valid, and it does work. -FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit - systems. (Ubuntu) - - http://pastebin.no/32bo - - Might be just a bad build, too - - Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian) - - A similar error occurs when getTexture is called from a thread - when the texture has not been already loaded from disk: - http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830 - -FIXME: Some network errors on Windows that cause local game to not work - - See siggjen's emails. - Networking and serialization: ----------------------------- -TODO: Get rid of GotSplitPacketException - -GUI: ----- - -TODO: Add gui option to remove map +SUGG: Fix address to be ipv6 compatible -TODO: Configuration menu, at least for keys +User Interface: +--------------- Graphics: --------- -TODO: Optimize day/night mesh updating somehow - - create copies of all textures for all lighting values and only - change texture for material? - - Umm... the collecting of the faces is the slow part - -> what about just changing the color values of the existing - meshbuffers? It should go quite fast. - - This is not easy; There'd need to be a buffer somewhere - that would contain the night and day lighting values. - - Actually if FastFaces would be stored, they could - hold both values - -FEATURE: Combine MapBlock's face caches to so big pieces that VBO - gets used +SUGG: Combine MapBlock's face caches to so big pieces that VBO + can be used - That is >500 vertices - This is not easy; all the MapBlocks close to the player would still need to be drawn separately and combining the blocks would have to happen in a background thread -TODO: Make fetching sector's blocks more efficient when rendering +SUGG: Make fetching sector's blocks more efficient when rendering sectors that have very large amounts of blocks (on client) - Is this necessary at all? TODO: Flowing water animation -FIXME(FIXED): The new texture stuff is slow on wine - - A basic grassy ground block takes 20-40ms - - A bit more complicated block can take 270ms - - On linux, a similar one doesn't take long at all (14ms) - - It is NOT a bad std::string implementation of MSVC. - - Can take up to 200ms? Is it when loading textures or always? - - Updating excess amount of meshes when making footprints is too - slow. It has to be fixed. - -> implement Map::updateNodeMeshes() - The fix: - * Optimize TileSpec to only contain a reference number that - is fast to compare, which refers to a cached string, or - * Make TextureSpec for using instead of strings - -FIXME(FIXED): A lock condition is possible: - 1) MapBlock::updateMesh() is called from client asynchronously: - - AsyncProcessData() -> Map::updateMeshes() - 2) Asynchronous locks m_temp_mods_mutex - 3) MapBlock::updateMesh() is called from client synchronously: - - Client::step() -> Environment::step() - 4) Synchronous starts waiting for m_temp_mods_mutex - 5) Asynchronous calls getTexture, which starts waiting for main thread +SUGG: Draw cubes in inventory directly with 3D drawing commands, so that + animating them is easier. + +SUGG: Option for enabling proper alpha channel for textures +TODO: A setting for enabling bilinear filtering for textures + +TODO: Better control of draw_control.wanted_max_blocks + +TODO: Block mesh generator to tile properly on smooth lighting Configuration: -------------- -TODO: Make the video backend selectable - Client: ------- TODO: Untie client network operations from framerate - Needs some input queues or something - - Not really necessary? + - This won't give much performance boost because calculating block + meshes takes so long -TODO: Make morning and evening shorter +SUGG: Make morning and evening transition more smooth and maybe shorter TODO: Don't update all meshes always on single node changes, but check which ones should be updated - - implement Map::updateNodeMeshes() + - implement Map::updateNodeMeshes() and the usage of it + - It will give almost always a 4x boost in mesh update performance. -Server: -------- +- A weapon engine -TODO: When player dies, throw items on map - -TODO: Make an option to the server to disable building and digging near - the starting position +- Tool/weapon visualization -TODO: Save players with inventories to disk -TODO: Players to be saved as text in map/players/ +FIXME: When disconnected to the menu, memory is not freed properly -TODO: Copy the text of the last picked sign to inventory in creative - mode +Server: +------- -TODO: Check what goes wrong with caching map to disk (Kray) - - Nothing? +SUGG: Make an option to the server to disable building and digging near + the starting position -TODO: When server sees that client is removing an inexistent block or - adding a block to an existent position, resend the MapBlock. +FIXME: Server sometimes goes into some infinite PeerNotFoundException loop + +* Fix the problem with the server constantly saving one or a few + blocks? List the first saved block, maybe it explains. + - It is probably caused by oscillating water +* Make a small history check to transformLiquids to detect and log + continuous oscillations, in such detail that they can be fixed. + +FIXME: The new optimized map sending doesn't sometimes send enough blocks + from big caves and such + +Environment: +------------ + +TODO: A list of "active blocks" in which stuff happens. + + Add a never-resetted game timer to the server + + Add a timestamp value to blocks + + The simple rule: All blocks near some player are "active" + - Do stuff in real time in active blocks + + Handle objects + TODO: Make proper hooks in here + - Grow grass, delete leaves without a tree + - Spawn some mobs based on some rules + - Transform cobble to mossy cobble near water + - Run a custom script + - ...And all kinds of other dynamic stuff + + Keep track of when a block becomes active and becomes inactive + + When a block goes inactive: + + Store objects statically to block + + Store timer value as the timestamp + + When a block goes active: + + Create active objects out of static objects + TODO: Make proper hooks in here + - Simulate the results of what would have happened if it would have + been active for all the time + - Grow a lot of grass and so on + + Initially it is fine to send information about every active object + to every player. Eventually it should be modified to only send info + about the nearest ones. + + This was left to be done by the old system and it sends only the + nearest ones. Objects: -------- -TODO: Better handling of objects and mobs - - Scripting? - - There has to be some way to do it with less messy code - - Make separate classes for client and server - - Client should not discriminate between blocks, server should - - Make other players utilize the same framework - - This is also needed for objects that don't get sent to client - but are used for triggers etc - -TODO: There has to be some better way to handle static objects than to - send them all the time. This affects signs and item objects. -SUGG: Signs could be done in the same way as torches. For this, blocks - need an additional metadata field for the texts - - This is also needed for item container chests - -Block object server side: - - A "near blocks" buffer, in which some nearby blocks are stored. - - For all blocks in the buffer, objects are stepped(). This - means they are active. - - TODO: A global active buffer is needed for the server - - TODO: A timestamp to blocks - - TODO: All blocks going in and out of the buffer are recorded. - - TODO: For outgoing blocks, timestamp is written. - - TODO: For incoming blocks, time difference is calculated and - objects are stepped according to it. +TODO: Get rid of MapBlockObjects and use only ActiveObjects + - Skipping the MapBlockObject data is nasty - there is no "total + length" stored; have to make a SkipMBOs function which contains + enough of the current code to skip them properly. + +SUGG: MovingObject::move and Player::move are basically the same. + combine them. + - NOTE: Player::move is more up-to-date. + - NOTE: There is a simple move implementation now in collision.{h,cpp} + - NOTE: MovingObject will be deleted (MapBlockObject) Map: ---- -NOTE: There are some lighting-related todos and fixmes in - ServerMap::emergeBlock. And there always will be. 8) - TODO: Mineral and ground material properties - This way mineral ground toughness can be calculated with just some formula, as well as tool strengths -TODO: Change AttributeList to split the area into smaller sections so - that searching won't be as heavy. - -TODO: Remove HMParams - TODO: Flowing water to actually contain flow direction information - -TODO: Remove duplicate lighting implementation from Map (leave - VoxelManipulator, which is faster) - -FEATURE: Map generator version 2 - - Create surface areas based on central points; a given point's - area type is given by the nearest central point - - Separate points for heightmap, caves, plants and minerals? - - Flat land, mountains, forest, jungle - - Cliffs, arcs - - There could be a certain height (to which mountains only reach) - where some minerals are found - - Create a system that allows a huge amount of different "map - generator modules/filters" - -FEATURE: The map could be generated procedually: - - This would need the map to be generated in larger pieces - - How large? How do they connect to each other? - - It has to be split vertically also - - Lighting would not have to be necessarily calculated until - the blocks are actually needed - it would be quite fast - - Something like 64*64*16 MapBlocks? - - No, MapSectors. And as much as it is efficient to do, - 64x64 might be too much. - - FIXME: This is currently halfway done and the generator is - fairly broken - * Make the stone level with a heightmap - * Carve out stuff in the stone - * Dump dirt all around, and simulate it falling off steep - places - * Erosion simulation at map generation time - - Simulate water flows, which would carve out dirt fast and - then turn stone into gravel and sand and relocate it. - - How about relocating minerals, too? Coal and gold in - downstream sand and gravel would be kind of cool - - This would need a better way of handling minerals, mainly - to have mineral content as a separate field. the first - parameter field is free for this. - - Simulate rock falling from cliffs when water has removed - enough solid rock from the bottom - -Doing now: ----------- -# maybe done -* not done - -* Remove all kinds of systems that are made redundant by the new map - generator - - Sector heightmaps? At least they should be made redundant. - - Sector objects -* Do something about AttributeDatabase/List being too slow -* Save chunk metadata on disk -* Change water side textures so that buggy water doesn't look bad -* Make server find the spawning place from the real map data, not from - the heightmap -* only_from_disk doesn't work that well anymore -* Make the generator to run in background and not blocking block - placement and transfer -* Fix the strange mineral occurences -* When the map is generated and a place is found for the player, the - first chunk is actually still volatile and will have stuff still - changed after spawning, which creates a lot of glitches. - - This is partly fixed by now allowing only 2-sector deeep - modification of volatile chunks. But it should still be fixed? - - How about checking that the neighbors are fully generated too and - generate them when the middle piece is needed - - This is very slow - - How about just enabling changed_blocks properly - - This is probably a good idea - - The server has to make sure the spawn point is not at the - changing borders of a chunk -* Add some kind of erosion and other stuff that now is possible -* Make client to fetch stuff asynchronously - - Needs method SyncProcessData + - There is a space for this - it just has to be implemented. + +SUGG: Erosion simulation at map generation time + - Simulate water flows, which would carve out dirt fast and + then turn stone into gravel and sand and relocate it. + - How about relocating minerals, too? Coal and gold in + downstream sand and gravel would be kind of cool + - This would need a better way of handling minerals, mainly + to have mineral content as a separate field. the first + parameter field is free for this. + - Simulate rock falling from cliffs when water has removed + enough solid rock from the bottom + +SUGG: Try out the notch way of generating maps, that is, make bunches + of low-res 3d noise and interpolate linearly. + +Mapgen v2: +* Possibly add some kind of erosion and other stuff +* Better water generation (spread it to underwater caverns but don't + fill dungeons that don't touch big water masses) +* When generating a chunk and the neighboring chunk doesn't have mud + and stuff yet and the ground is fairly flat, the mud will flow to + the other chunk making nasty straight walls when the other chunk + is generated. Fix it. Maybe just a special case if the ground is + flat? + +Misc. stuff: +------------ +* Move digging property stuff from material.{h,cpp} to mapnode.cpp + - ...Or maybe move content_features to material.{h,cpp}? + +Making it more portable: +------------------------ + +Stuff to do before release: +--------------------------- +- Player default privileges and default password +- Chat privilege +- Some simple block-based dynamic stuff in the world (finish the + ActiveBlockModifier stuff) +- Protocol version field +- Consider getting some textures from cisoun's texture pack +- Add a long step function to objects that is called with the time + difference when block activates ====================================================================== */ -/* - Setting this to 1 enables a special camera mode that forces - the renderers to think that the camera statically points from - the starting place to a static direction. - - This allows one to move around with the player and see what - is actually drawn behind solid things and behind the player. -*/ -#define FIELD_OF_VIEW_TEST 0 - #ifdef NDEBUG #ifdef _WIN32 #pragma message ("Disabling unit tests") @@ -377,47 +331,42 @@ Doing now: #endif #ifdef _MSC_VER -#pragma comment(lib, "Irrlicht.lib") -//#pragma comment(lib, "jthread.lib") -#pragma comment(lib, "zlibwapi.lib") -#pragma comment(lib, "Shell32.lib") -// This would get rid of the console window -//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") + #pragma comment(lib, "Irrlicht.lib") + //#pragma comment(lib, "jthread.lib") + #pragma comment(lib, "zlibwapi.lib") + #pragma comment(lib, "Shell32.lib") + // This would get rid of the console window + //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup") #endif #include #include -#include +//#include #include +#include "main.h" #include "common_irrlicht.h" #include "debug.h" -#include "map.h" -#include "player.h" -#include "main.h" +//#include "map.h" +//#include "player.h" #include "test.h" -#include "environment.h" #include "server.h" -#include "client.h" -#include "serialization.h" +//#include "client.h" #include "constants.h" -#include "strfnd.h" #include "porting.h" -#include "irrlichtwrapper.h" #include "gettime.h" -#include "porting.h" -#include "guiPauseMenu.h" -#include "guiInventoryMenu.h" -#include "guiTextInputMenu.h" -#include "materials.h" #include "guiMessageMenu.h" #include "filesys.h" #include "config.h" #include "guiMainMenu.h" #include "mineral.h" +//#include "noise.h" +//#include "tile.h" +#include "materials.h" +#include "game.h" +#include "keycode.h" -IrrlichtWrapper *g_irrlicht; - -MapDrawControl draw_control; +// This makes textures +ITextureSource *g_texturesource = NULL; /* Settings. @@ -425,16 +374,13 @@ MapDrawControl draw_control; */ Settings g_settings; - +// This is located in defaultsettings.cpp extern void set_default_settings(); /* Random stuff */ -IrrlichtDevice *g_device = NULL; -Client *g_client = NULL; - /* GUI Stuff */ @@ -442,58 +388,6 @@ Client *g_client = NULL; gui::IGUIEnvironment* guienv = NULL; gui::IGUIStaticText *guiroot = NULL; -class MainMenuManager : public IMenuManager -{ -public: - virtual void createdMenu(GUIModalMenu *menu) - { - for(core::list::Iterator - i = m_stack.begin(); - i != m_stack.end(); i++) - { - assert(*i != menu); - } - - if(m_stack.size() != 0) - (*m_stack.getLast())->setVisible(false); - m_stack.push_back(menu); - } - - virtual void deletingMenu(GUIModalMenu *menu) - { - // Remove all entries if there are duplicates - bool removed_entry; - do{ - removed_entry = false; - for(core::list::Iterator - i = m_stack.begin(); - i != m_stack.end(); i++) - { - if(*i == menu) - { - m_stack.erase(i); - removed_entry = true; - break; - } - } - }while(removed_entry); - - /*core::list::Iterator i = m_stack.getLast(); - assert(*i == menu); - m_stack.erase(i);*/ - - if(m_stack.size() != 0) - (*m_stack.getLast())->setVisible(true); - } - - u32 menuCount() - { - return m_stack.size(); - } - - core::list m_stack; -}; - MainMenuManager g_menumgr; bool noMenuActive() @@ -501,30 +395,9 @@ bool noMenuActive() return (g_menumgr.menuCount() == 0); } -bool g_disconnect_requested = false; - -class MainGameCallback : public IGameCallback -{ -public: - virtual void exitToOS() - { - g_device->closeDevice(); - } - - virtual void disconnect() - { - g_disconnect_requested = true; - } -}; - -MainGameCallback g_gamecallback; +// Passed to menus to allow disconnecting and exiting -// Inventory actions from the menu are buffered here before sending -Queue inventory_action_queue; -// This is a copy of the inventory that the client's environment has -Inventory local_inventory; - -u16 g_selected_item = 0; +MainGameCallback *g_gamecallback = NULL; /* Debug streams @@ -550,56 +423,39 @@ std::ostream *derr_client_ptr = &dstream; gettime.h implementation */ -u32 getTimeMs() -{ - /* - Use irrlicht because it is more precise than porting.h's - getTimeMs() - */ - if(g_irrlicht == NULL) - return 0; - return g_irrlicht->getTime(); -} - -/* - Text input system -*/ - -struct TextDestSign : public TextDest +// A small helper class +class TimeGetter { - TextDestSign(v3s16 blockpos, s16 id, Client *client) - { - m_blockpos = blockpos; - m_id = id; - m_client = client; - } - void gotText(std::wstring text) +public: + TimeGetter(IrrlichtDevice *device): + m_device(device) + {} + u32 getTime() { - std::string ntext = wide_to_narrow(text); - dstream<<"Changing text of a sign object: " - <sendSignText(m_blockpos, m_id, ntext); + if(m_device == NULL) + return 0; + return m_device->getTimer()->getRealTime(); } - - v3s16 m_blockpos; - s16 m_id; - Client *m_client; +private: + IrrlichtDevice *m_device; }; -struct TextDestChat : public TextDest +// A pointer to a global instance of the time getter +TimeGetter *g_timegetter = NULL; + +u32 getTimeMs() { - TextDestChat(Client *client) - { - m_client = client; - } - void gotText(std::wstring text) - { - m_client->sendChatMessage(text); - m_client->addChatMessage(text); - } + if(g_timegetter == NULL) + return 0; + return g_timegetter->getTime(); +} - Client *m_client; -}; +/* + Event handler for Irrlicht + + NOTE: Everything possible should be moved out from here, + probably to InputHandler and the_game +*/ class MyEventReceiver : public IEventReceiver { @@ -612,7 +468,6 @@ class MyEventReceiver : public IEventReceiver */ if(noMenuActive() == false) { - clearInput(); return false; } @@ -622,80 +477,7 @@ class MyEventReceiver : public IEventReceiver keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown; if(event.KeyInput.PressedDown) - { - //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<drop(); - return true; - } - if(event.KeyInput.Key == irr::KEY_KEY_I) - { - dstream<drop(); - return true; - } - if(event.KeyInput.Key == irr::KEY_KEY_T) - { - TextDest *dest = new TextDestChat(g_client); - - (new GUITextInputMenu(guienv, guiroot, -1, - &g_menumgr, dest, - L""))->drop(); - } - } - - // Material selection - if(event.KeyInput.Key == irr::KEY_KEY_F) - { - if(g_selected_item < PLAYER_INVENTORY_SIZE-1) - g_selected_item++; - else - g_selected_item = 0; - dstream< 0) - return; - //counter = 0.1; - counter = 0.2; - - /*dstream<<__FUNCTION_NAME - <<": Collected "< imgsize(0,0,48,48); - core::rect textsize(0,0,48,16); - v2s32 spacing(0, 64); - for(s32 i=0; iaddImage( - imgsize + pos + spacing*i - )); - m_images[i]->setScaleImage(true); - m_texts.push_back(env->addStaticText( - L"", - textsize + pos + spacing*i, - false, false - )); - m_texts[i]->setBackgroundColor( - video::SColor(128,0,0,0)); - m_texts[i]->setTextAlignment( - gui::EGUIA_CENTER, - gui::EGUIA_UPPERLEFT); - } - } - - ~GUIQuickInventory() - { - for(u32 i=0; iremove(); - } - for(u32 i=0; iremove(); - } - } - - virtual bool OnEvent(const SEvent& event) - { - return false; - } - - void setSelection(s32 i) - { - m_selection = i; - } - - void update() - { - s32 start = 0; - - start = m_selection - m_itemcount / 2; - - InventoryList *mainlist = m_inventory->getList("main"); - - for(s32 i=0; i (s32)mainlist->getSize() - 1) - j -= mainlist->getSize(); - if(j < 0) - j += mainlist->getSize(); - - InventoryItem *item = mainlist->getItem(j); - // Null items - if(item == NULL) - { - m_images[i]->setImage(NULL); - - wchar_t t[10]; - if(m_selection == j) - swprintf(t, 10, L"<-"); - else - swprintf(t, 10, L""); - m_texts[i]->setText(t); - - // The next ifs will segfault with a NULL pointer - continue; - } - - - m_images[i]->setImage(item->getImage()); - - wchar_t t[10]; - if(m_selection == j) - swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str()); - else - swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str()); - m_texts[i]->setText(t); - } - } - -private: - s32 m_itemcount; - core::array m_texts; - core::array m_images; - Inventory *m_inventory; - s32 m_selection; -}; - -// Chat data -struct ChatLine -{ - ChatLine(): - age(0.0) - { - } - ChatLine(const std::wstring &a_text): - age(0.0), - text(a_text) - { - } - float age; - std::wstring text; -}; - -// These are defined global so that they're not optimized too much. -// Can't change them to volatile. -s16 temp16; -f32 tempf; -v3f tempv3f1; -v3f tempv3f2; -std::string tempstring; -std::string tempstring2; - -void SpeedTests() -{ - { - dstream<<"The following test should take around 20ms."< screensize = driver->getScreenSize(); + + video::ITexture *bgtexture = + driver->getTexture(getTexturePath("mud.png").c_str()); + if(bgtexture) + { + s32 texturesize = 128; + s32 tiled_y = screensize.Height / texturesize + 1; + s32 tiled_x = screensize.Width / texturesize + 1; + + for(s32 y=0; y rect(0,0,texturesize,texturesize); + rect += v2s32(x*texturesize, y*texturesize); + driver->draw2DImage(bgtexture, rect, + core::rect(core::position2d(0,0), + core::dimension2di(bgtexture->getSize())), + NULL, NULL, true); + } + } + + video::ITexture *logotexture = + driver->getTexture(getTexturePath("menulogo.png").c_str()); + if(logotexture) + { + v2s32 logosize(logotexture->getOriginalSize().Width, + logotexture->getOriginalSize().Height); + logosize *= 4; + + video::SColor bgcolor(255,50,50,50); + core::rect bgrect(0, screensize.Height-logosize.Y-20, + screensize.Width, screensize.Height); + driver->draw2DRectangle(bgcolor, bgrect, NULL); + + core::rect rect(0,0,logosize.X,logosize.Y); + rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y); + rect -= v2s32(logosize.X/2, 0); + driver->draw2DImage(logotexture, rect, + core::rect(core::position2d(0,0), + core::dimension2di(logotexture->getSize())), + NULL, NULL, true); + } +} + int main(int argc, char *argv[]) { /* @@ -1493,6 +1064,9 @@ int main(int argc, char *argv[]) DSTACK(__FUNCTION_NAME); + porting::signal_handler_init(); + bool &kill = *porting::signal_handler_killstatus(); + porting::initializePaths(); // Create user data directory fs::CreateDir(porting::path_userdata); @@ -1564,6 +1138,10 @@ int main(int argc, char *argv[]) break; } } + + // If no path found, use the first one (menu creates the file) + if(configpath == "") + configpath = filenames[0]; } // Initialize random seed @@ -1576,41 +1154,38 @@ int main(int argc, char *argv[]) These are needed for unit tests at least. */ - IIrrlichtWrapper irrlicht_dummy; - - init_mapnode(&irrlicht_dummy); + // Initial call with g_texturesource not set. + init_mapnode(); /* Run unit tests */ + if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false) || cmd_args.getFlag("enable-unittests") == true) { run_tests(); } - // Read map parameters from settings - - HMParams hm_params; - /*hm_params.blocksize = g_settings.getU16("heightmap_blocksize"); - hm_params.randmax = g_settings.get("height_randmax"); - hm_params.randfactor = g_settings.get("height_randfactor"); - hm_params.base = g_settings.get("height_base");*/ - - MapParams map_params; - map_params.plants_amount = g_settings.getFloat("plants_amount"); - map_params.ravines_amount = g_settings.getFloat("ravines_amount"); - + /*for(s16 y=-100; y<100; y++) + for(s16 x=-100; x<100; x++) + { + std::cout<getVideoDriver(); + //video::IVideoDriver* driver = device->getVideoDriver(); /* - This changes the minimum allowed number of vertices in a VBO + This changes the minimum allowed number of vertices in a VBO. + Default is 500. */ //driver->setMinHardwareBufferVertexCount(50); scene::ISceneManager* smgr = device->getSceneManager(); - + guienv = device->getGUIEnvironment(); gui::IGUISkin* skin = guienv->getSkin(); - gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str()); + gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str()); if(font) skin->setFont(font); else @@ -1730,7 +1334,7 @@ int main(int argc, char *argv[]) // If font was not found, this will get us one font = skin->getFont(); assert(font); - + u32 text_height = font->getDimension(L"Hello, world!").Height; dstream<<"text_height="<addStaticText(L"", - core::rect(0, 0, 10000, 10000)); - - // First line of debug text - gui::IGUIStaticText *guitext = guienv->addStaticText( - L"", - core::rect(5, 5, 795, 5+text_height), - false, false); - // Second line of debug text - gui::IGUIStaticText *guitext2 = guienv->addStaticText( - L"", - core::rect(5, 5+(text_height+5)*1, 795, (5+text_height)*2), - false, false); - - // At the middle of the screen - // Object infos are shown in this - gui::IGUIStaticText *guitext_info = guienv->addStaticText( - L"", - core::rect(100, 70, 100+400, 70+(text_height+5)), - false, false); - - // Chat text - gui::IGUIStaticText *guitext_chat = guienv->addStaticText( - L"", - core::rect(0,0,0,0), - false, true); - guitext_chat->setBackgroundColor(video::SColor(96,0,0,0)); - core::list chat_lines; - /* If an error occurs, this is set to something and the menu-game loop is restarted. It is then displayed before the menu. */ std::wstring error_message = L""; - + + // The password entered during the menu screen, + std::string password; + /* Menu-game loop */ - while(g_device->run()) + while(device->run() && kill == false) { - - // This is used for catching disconnects - try - { - - /* - Out-of-game menu loop. - Loop quits when menu returns proper parameters. - */ - for(;;) - { - // Cursor can be non-visible when coming from the game - device->getCursorControl()->setVisible(true); - // Some stuff are left to scene manager when coming from the game - // (map at least?) - smgr->clear(); - // Reset or hide the debug gui texts - guitext->setText(L"Minetest-c55"); - guitext2->setVisible(false); - guitext_info->setVisible(false); - guitext_chat->setVisible(false); - - // Initialize menu data - MainMenuData menudata; - menudata.address = narrow_to_wide(address); - menudata.name = narrow_to_wide(playername); - menudata.port = narrow_to_wide(itos(port)); - menudata.creative_mode = g_settings.getBool("creative_mode"); - - GUIMainMenu *menu = - new GUIMainMenu(guienv, guiroot, -1, - &g_menumgr, &menudata, &g_gamecallback); - menu->allowFocusRemoval(true); - - if(error_message != L"") + // This is used for catching disconnects + try { - GUIMessageMenu *menu2 = - new GUIMessageMenu(guienv, guiroot, -1, - &g_menumgr, error_message.c_str()); - menu2->drop(); - error_message = L""; - } - video::IVideoDriver* driver = g_device->getVideoDriver(); - - dstream<<"Created main menu"<run()) - { - // Run global IrrlichtWrapper's main thread processing stuff - g_irrlicht->Run(); + /* + Clear everything from the GUIEnvironment + */ + guienv->clear(); - if(menu->getStatus() == true) - break; + /* + We need some kind of a root node to be able to add + custom gui elements directly on the screen. + Otherwise they won't be automatically drawn. + */ + guiroot = guienv->addStaticText(L"", + core::rect(0, 0, 10000, 10000)); + + /* + Out-of-game menu loop. - //driver->beginScene(true, true, video::SColor(255,0,0,0)); - driver->beginScene(true, true, video::SColor(255,128,128,128)); - guienv->drawAll(); - driver->endScene(); - } - - // Break out of menu-game loop to shut down cleanly - if(g_device->run() == false) - break; - - dstream<<"Dropping main menu"<getCursorControl()->setVisible(true); + // Some stuff are left to scene manager when coming from the game + // (map at least?) + smgr->clear(); + // Reset or hide the debug gui texts + /*guitext->setText(L"Minetest-c55"); + guitext2->setVisible(false); + guitext_info->setVisible(false); + guitext_chat->setVisible(false);*/ + + // Initialize menu data + MainMenuData menudata; + menudata.address = narrow_to_wide(address); + menudata.name = narrow_to_wide(playername); + menudata.port = narrow_to_wide(itos(port)); + menudata.fancy_trees = g_settings.getBool("new_style_leaves"); + menudata.smooth_lighting = g_settings.getBool("smooth_lighting"); + menudata.creative_mode = g_settings.getBool("creative_mode"); + menudata.enable_damage = g_settings.getBool("enable_damage"); + + GUIMainMenu *menu = + new GUIMainMenu(guienv, guiroot, -1, + &g_menumgr, &menudata, g_gamecallback); + menu->allowFocusRemoval(true); + + if(error_message != L"") + { + dstream<<"WARNING: error_message = " + <drop(); + error_message = L""; + } - menu->drop(); - - // Delete map if requested - if(menudata.delete_map) - { - bool r = fs::RecursiveDeleteContent(map_dir); - if(r == false) - error_message = L"Delete failed"; - continue; - } + video::IVideoDriver* driver = device->getVideoDriver(); + + dstream<<"Created main menu"<run() == false) - break; + while(device->run() && kill == false) + { + if(menu->getStatus() == true) + break; - /* - Make a scope here so that the client and the server and other - stuff gets removed when disconnected or the irrlicht device - is removed. - */ - { + //driver->beginScene(true, true, video::SColor(255,0,0,0)); + driver->beginScene(true, true, video::SColor(255,128,128,128)); - // This is set to true at the end of the scope - g_irrlicht->Shutdown(false); + drawMenuBackground(driver); - /* - Draw "Loading" screen - */ - const wchar_t *text = L"Loading and connecting..."; - core::vector2d center(screenW/2, screenH/2); - core::vector2d textsize(300, text_height); - core::rect textrect(center - textsize/2, center + textsize/2); + guienv->drawAll(); + + driver->endScene(); + + // On some computers framerate doesn't seem to be + // automatically limited + sleep_ms(25); + } + + // Break out of menu-game loop to shut down cleanly + if(device->run() == false || kill == true) + break; + + dstream<<"Dropping main menu"<addStaticText( - text, textrect, false, false); - gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT); + menu->drop(); + + // Delete map if requested + if(menudata.delete_map) + { + bool r = fs::RecursiveDeleteContent(map_dir); + if(r == false) + error_message = L"Delete failed"; + continue; + } - driver->beginScene(true, true, video::SColor(255,0,0,0)); - guienv->drawAll(); - driver->endScene(); + playername = wide_to_narrow(menudata.name); - std::cout< server; - if(address == ""){ - server = new Server(map_dir, hm_params, map_params); - server->start(port); - } - - /* - Create client - */ + password = translatePassword(playername, menudata.password); - Client client(device, playername.c_str(), draw_control); + address = wide_to_narrow(menudata.address); + int newport = stoi(wide_to_narrow(menudata.port)); + if(newport != 0) + port = newport; + g_settings.set("new_style_leaves", itos(menudata.fancy_trees)); + g_settings.set("smooth_lighting", itos(menudata.smooth_lighting)); + g_settings.set("creative_mode", itos(menudata.creative_mode)); + g_settings.set("enable_damage", itos(menudata.enable_damage)); + + // Check for valid parameters, restart menu if invalid. + if(playername == "") + { + error_message = L"Name required."; + continue; + } + + // Save settings + g_settings.set("name", playername); + g_settings.set("address", address); + g_settings.set("port", itos(port)); + // Update configuration file + if(configpath != "") + g_settings.updateConfigFile(configpath.c_str()); - g_client = &client; - - Address connect_address(0,0,0,0, port); - try{ - if(address == "") - connect_address.Resolve("localhost"); - else - connect_address.Resolve(address.c_str()); - } - catch(ResolveError &e) - { - std::cout<remove(); - continue; - } - - std::cout<beginScene(true, true, video::SColor(255,0,0,0)); - guienv->drawAll(); - driver->endScene(); - - // Update client and server + // Continue to game + break; + } + + // Break out of menu-game loop to shut down cleanly + if(device->run() == false) + break; + + // Initialize mapnode again to enable changed graphics settings + init_mapnode(); - client.step(0.1); + /* + Run game + */ + the_game( + kill, + random_input, + input, + device, + font, + map_dir, + playername, + password, + address, + port, + error_message + ); - if(server != NULL) - server->step(0.1); - - // Delay a bit - sleep_ms(100); + } //try + catch(con::PeerNotFoundException &e) + { + dstream<remove(); - continue; - } + catch(SocketException &e) + { + dstream<addSkyBoxSceneNode( - driver->getTexture(porting::getDataPath("skybox2.png").c_str()), - driver->getTexture(porting::getDataPath("skybox3.png").c_str()), - driver->getTexture(porting::getDataPath("skybox1.png").c_str()), - driver->getTexture(porting::getDataPath("skybox1.png").c_str()), - driver->getTexture(porting::getDataPath("skybox1.png").c_str()), - driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/ + } // Menu-game loop - /* - Create the camera node - */ - - scene::ICameraSceneNode* camera = smgr->addCameraSceneNode( - 0, // Camera parent - v3f(BS*100, BS*2, BS*100), // Look from - v3f(BS*100+1, BS*2, BS*100), // Look to - -1 // Camera ID - ); - - if(camera == NULL) - return 1; - - video::SColor skycolor = video::SColor(255,90,140,200); - - camera->setFOV(FOV_ANGLE); - - // Just so big a value that everything rendered is visible - camera->setFarValue(100000*BS); - - f32 camera_yaw = 0; // "right/left" - f32 camera_pitch = 0; // "up/down" - - /* - Move into game - */ - - gui_loadingtext->remove(); - - /* - Add some gui stuff - */ - - GUIQuickInventory *quick_inventory = new GUIQuickInventory - (guienv, NULL, v2s32(10, 70), 5, &local_inventory); - - // Test the text input system - /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr, - NULL))->drop();*/ - /*GUIMessageMenu *menu = - new GUIMessageMenu(guienv, guiroot, -1, - &g_menumgr, - L"Asd"); - menu->drop();*/ - - // Launch pause menu - (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback, - &g_menumgr))->drop(); - - // Enable texts - guitext2->setVisible(true); - guitext_info->setVisible(true); - guitext_chat->setVisible(true); - - /* - Some statistics are collected in these - */ - u32 drawtime = 0; - u32 beginscenetime = 0; - u32 scenetime = 0; - u32 endscenetime = 0; - - // A test - //throw con::PeerNotFoundException("lol"); - - /* - Main loop - */ - - bool first_loop_after_window_activation = true; - - // Time is in milliseconds - // NOTE: getRealTime() causes strange problems in wine (imprecision?) - // NOTE: So we have to use getTime() and call run()s between them - u32 lasttime = device->getTimer()->getTime(); - - while(device->run()) - { - if(g_disconnect_requested) - { - g_disconnect_requested = false; - break; - } - - /* - Run global IrrlichtWrapper's main thread processing stuff - */ - g_irrlicht->Run(); - - /* - Random calculations - */ - v2u32 screensize = driver->getScreenSize(); - core::vector2d displaycenter(screensize.X/2,screensize.Y/2); - - // Hilight boxes collected during the loop and displayed - core::list< core::aabbox3d > hilightboxes; - - // Info text - std::wstring infotext; - - //TimeTaker //timer1("//timer1"); - - // Time of frame without fps limit - float busytime; - u32 busytime_u32; - { - // not using getRealTime is necessary for wine - u32 time = device->getTimer()->getTime(); - if(time > lasttime) - busytime_u32 = time - lasttime; - else - busytime_u32 = 0; - busytime = busytime_u32 / 1000.0; - } - - //std::cout<<"busytime_u32="<run(); - - /* - Viewing range - */ - - updateViewingRange(busytime, &client); - - /* - FPS limiter - */ - - { - float fps_max = g_settings.getFloat("fps_max"); - u32 frametime_min = 1000./fps_max; - - if(busytime_u32 < frametime_min) - { - u32 sleeptime = frametime_min - busytime_u32; - device->sleep(sleeptime); - } - } - - // Absolutelu necessary for wine! - device->run(); - - /* - Time difference calculation - */ - f32 dtime; // in seconds - - u32 time = device->getTimer()->getTime(); - if(time > lasttime) - dtime = (time - lasttime) / 1000.0; - else - dtime = 0; - lasttime = time; - - /* - Time average and jitter calculation - */ - - static f32 dtime_avg1 = 0.0; - dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02; - f32 dtime_jitter1 = dtime - dtime_avg1; - - static f32 dtime_jitter1_max_sample = 0.0; - static f32 dtime_jitter1_max_fraction = 0.0; - { - static f32 jitter1_max = 0.0; - static f32 counter = 0.0; - if(dtime_jitter1 > jitter1_max) - jitter1_max = dtime_jitter1; - counter += dtime; - if(counter > 0.0) - { - counter -= 3.0; - dtime_jitter1_max_sample = jitter1_max; - dtime_jitter1_max_fraction - = dtime_jitter1_max_sample / (dtime_avg1+0.001); - jitter1_max = 0.0; - } - } - - /* - Busytime average and jitter calculation - */ - - static f32 busytime_avg1 = 0.0; - busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02; - f32 busytime_jitter1 = busytime - busytime_avg1; - - static f32 busytime_jitter1_max_sample = 0.0; - static f32 busytime_jitter1_min_sample = 0.0; - { - static f32 jitter1_max = 0.0; - static f32 jitter1_min = 0.0; - static f32 counter = 0.0; - if(busytime_jitter1 > jitter1_max) - jitter1_max = busytime_jitter1; - if(busytime_jitter1 < jitter1_min) - jitter1_min = busytime_jitter1; - counter += dtime; - if(counter > 0.0){ - counter -= 3.0; - busytime_jitter1_max_sample = jitter1_max; - busytime_jitter1_min_sample = jitter1_min; - jitter1_max = 0.0; - jitter1_min = 0.0; - } - } - - /* - Debug info for client - */ - { - static float counter = 0.0; - counter -= dtime; - if(counter < 0) - { - counter = 30.0; - client.printDebugInfo(std::cout); - } - } - - /* - Input handler step() - */ - g_input->step(dtime); - - /* - Player speed control - */ - - { - /*bool a_up, - bool a_down, - bool a_left, - bool a_right, - bool a_jump, - bool a_superspeed, - float a_pitch, - float a_yaw*/ - PlayerControl control( - g_input->isKeyDown(irr::KEY_KEY_W), - g_input->isKeyDown(irr::KEY_KEY_S), - g_input->isKeyDown(irr::KEY_KEY_A), - g_input->isKeyDown(irr::KEY_KEY_D), - g_input->isKeyDown(irr::KEY_SPACE), - g_input->isKeyDown(irr::KEY_KEY_2), - camera_pitch, - camera_yaw - ); - client.setPlayerControl(control); - } - - /* - Process environment - */ - - { - //TimeTaker timer("client.step(dtime)"); - client.step(dtime); - //client.step(dtime_avg1); - } - - if(server != NULL) - { - //TimeTaker timer("server->step(dtime)"); - server->step(dtime); - } - - v3f player_position = client.getPlayerPosition(); - - //TimeTaker //timer2("//timer2"); - - /* - Mouse and camera control - */ - - if((device->isWindowActive() && noMenuActive()) || random_input) - { - if(!random_input) - device->getCursorControl()->setVisible(false); - - if(first_loop_after_window_activation){ - //std::cout<<"window active, first loop"<getMousePos().X - displaycenter.X; - s32 dy = g_input->getMousePos().Y - displaycenter.Y; - //std::cout<<"window active, pos difference "< 89.5) camera_pitch = 89.5; - } - g_input->setMousePos(displaycenter.X, displaycenter.Y); - } - else{ - device->getCursorControl()->setVisible(true); - - //std::cout<<"window inactive"<setPosition(camera_position); - // *100.0 helps in large map coordinates - camera->setTarget(camera_position + camera_direction * 100.0); - - if(FIELD_OF_VIEW_TEST){ - //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1)); - client.updateCamera(v3f(0,0,0), v3f(0,0,1)); - } - else{ - //client.m_env.getMap().updateCamera(camera_position, camera_direction); - //TimeTaker timer("client.updateCamera"); - client.updateCamera(camera_position, camera_direction); - } - - //timer2.stop(); - //TimeTaker //timer3("//timer3"); - - /* - Calculate what block is the crosshair pointing to - */ - - //u32 t1 = device->getTimer()->getRealTime(); - - //f32 d = 4; // max. distance - f32 d = 4; // max. distance - core::line3d shootline(camera_position, - camera_position + camera_direction * BS * (d+1)); - - MapBlockObject *selected_object = client.getSelectedObject - (d*BS, camera_position, shootline); - - /* - If it's pointing to a MapBlockObject - */ - - if(selected_object != NULL) - { - //dstream<<"Client returned selected_object != NULL"< box_on_map - = selected_object->getSelectionBoxOnMap(); - - hilightboxes.push_back(box_on_map); - - infotext = narrow_to_wide(selected_object->infoText()); - - if(g_input->getLeftClicked()) - { - std::cout<getBlock()->getPos(), - selected_object->getId(), g_selected_item); - } - else if(g_input->getRightClicked()) - { - std::cout<getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN) - { - dstream<<"Sign object right-clicked"<getBlock()->getPos(), - selected_object->getId(), - &client); - - SignObject *sign_object = (SignObject*)selected_object; - - std::wstring wtext = - narrow_to_wide(sign_object->getText()); - - (new GUITextInputMenu(guienv, guiroot, -1, - &g_menumgr, dest, - wtext))->drop(); - } - } - /* - Otherwise pass the event to the server as-is - */ - else - { - client.clickObject(1, selected_object->getBlock()->getPos(), - selected_object->getId(), g_selected_item); - } - } - } - else // selected_object == NULL - { - - /* - Find out which node we are pointing at - */ - - bool nodefound = false; - v3s16 nodepos; - v3s16 neighbourpos; - core::aabbox3d nodehilightbox; - f32 mindistance = BS * 1001; - - v3s16 pos_i = floatToInt(player_position); - - /*std::cout<<"pos_i=("<0 ? a : 1); - s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1); - s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1); - - for(s16 y = ystart; y <= yend; y++) - for(s16 z = zstart; z <= zend; z++) - for(s16 x = xstart; x <= xend; x++) - { - MapNode n; - try - { - n = client.getNode(v3s16(x,y,z)); - if(content_pointable(n.d) == false) - continue; - } - catch(InvalidPositionException &e) - { - continue; - } - - v3s16 np(x,y,z); - v3f npf = intToFloat(np); - - f32 d = 0.01; - - v3s16 dirs[6] = { - v3s16(0,0,1), // back - v3s16(0,1,0), // top - v3s16(1,0,0), // right - v3s16(0,0,-1), // front - v3s16(0,-1,0), // bottom - v3s16(-1,0,0), // left - }; - - /* - Meta-objects - */ - if(n.d == CONTENT_TORCH) - { - v3s16 dir = unpackDir(n.dir); - v3f dir_f = v3f(dir.X, dir.Y, dir.Z); - dir_f *= BS/2 - BS/6 - BS/20; - v3f cpf = npf + dir_f; - f32 distance = (cpf - camera_position).getLength(); - - core::aabbox3d box; - - // bottom - if(dir == v3s16(0,-1,0)) - { - box = core::aabbox3d( - npf - v3f(BS/6, BS/2, BS/6), - npf + v3f(BS/6, -BS/2+BS/3*2, BS/6) - ); - } - // top - else if(dir == v3s16(0,1,0)) - { - box = core::aabbox3d( - npf - v3f(BS/6, -BS/2+BS/3*2, BS/6), - npf + v3f(BS/6, BS/2, BS/6) - ); - } - // side - else - { - box = core::aabbox3d( - cpf - v3f(BS/6, BS/3, BS/6), - cpf + v3f(BS/6, BS/3, BS/6) - ); - } - - if(distance < mindistance) - { - if(box.intersectsWithLine(shootline)) - { - nodefound = true; - nodepos = np; - neighbourpos = np; - mindistance = distance; - nodehilightbox = box; - } - } - } - /* - Regular blocks - */ - else - { - for(u16 i=0; i<6; i++) - { - v3f dir_f = v3f(dirs[i].X, - dirs[i].Y, dirs[i].Z); - v3f centerpoint = npf + dir_f * BS/2; - f32 distance = - (centerpoint - camera_position).getLength(); - - if(distance < mindistance) - { - core::CMatrix4 m; - m.buildRotateFromTo(v3f(0,0,1), dir_f); - - // This is the back face - v3f corners[2] = { - v3f(BS/2, BS/2, BS/2), - v3f(-BS/2, -BS/2, BS/2+d) - }; - - for(u16 j=0; j<2; j++) - { - m.rotateVect(corners[j]); - corners[j] += npf; - } - - core::aabbox3d facebox(corners[0]); - facebox.addInternalPoint(corners[1]); - - if(facebox.intersectsWithLine(shootline)) - { - nodefound = true; - nodepos = np; - neighbourpos = np + dirs[i]; - mindistance = distance; - - //nodehilightbox = facebox; - - const float d = 0.502; - core::aabbox3d nodebox - (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d); - v3f nodepos_f = intToFloat(nodepos); - nodebox.MinEdge += nodepos_f; - nodebox.MaxEdge += nodepos_f; - nodehilightbox = nodebox; - } - } // if distance < mindistance - } // for dirs - } // regular block - } // for coords - - static float nodig_delay_counter = 0.0; - - if(nodefound) - { - static v3s16 nodepos_old(-32768,-32768,-32768); - - static float dig_time = 0.0; - static u16 dig_index = 0; - - // Visualize selection - - hilightboxes.push_back(nodehilightbox); - - // Handle digging - - if(g_input->getLeftReleased()) - { - client.clearTempMod(nodepos); - dig_time = 0.0; - } - - if(nodig_delay_counter > 0.0) - { - nodig_delay_counter -= dtime; - } - else - { - if(nodepos != nodepos_old) - { - std::cout<getLeftClicked() || - (g_input->getLeftState() && nodepos != nodepos_old)) - { - dstream<getLeftClicked()) - { - client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0)); - } - if(g_input->getLeftState()) - { - MapNode n = client.getNode(nodepos); - - // Get tool name. Default is "" = bare hands - std::string toolname = ""; - InventoryList *mlist = local_inventory.getList("main"); - if(mlist != NULL) - { - InventoryItem *item = mlist->getItem(g_selected_item); - if(item && (std::string)item->getName() == "ToolItem") - { - ToolItem *titem = (ToolItem*)item; - toolname = titem->getToolName(); - } - } - - // Get digging properties for material and tool - u8 material = n.d; - DiggingProperties prop = - getDiggingProperties(material, toolname); - - float dig_time_complete = 0.0; - - if(prop.diggable == false) - { - /*dstream<<"Material "<<(int)material - <<" not diggable with \"" - <= 0.001) - { - dig_index = (u16)((float)CRACK_ANIMATION_LENGTH - * dig_time/dig_time_complete); - } - // This is for torches - else - { - dig_index = CRACK_ANIMATION_LENGTH; - } - - if(dig_index < CRACK_ANIMATION_LENGTH) - { - //TimeTaker timer("client.setTempMod"); - //dstream<<"dig_index="< 0.5) - { - nodig_delay_counter = 0.5; - } - // We want a slight delay to very little - // time consuming nodes - float mindelay = 0.15; - if(nodig_delay_counter < mindelay) - { - nodig_delay_counter = mindelay; - } - } - - dig_time += dtime; - } - } - - if(g_input->getRightClicked()) - { - std::cout<resetLeftClicked(); - g_input->resetRightClicked(); - - if(g_input->getLeftReleased()) - { - std::cout<getRightReleased()) - { - //std::cout<resetLeftReleased(); - g_input->resetRightReleased(); - - /* - Calculate stuff for drawing - */ - - camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y); - - u32 daynight_ratio = client.getDayNightRatio(); - /*video::SColor bgcolor = video::SColor( - 255, - skycolor.getRed() * daynight_ratio / 1000, - skycolor.getGreen() * daynight_ratio / 1000, - skycolor.getBlue() * daynight_ratio / 1000);*/ - - u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000); - video::SColor bgcolor = video::SColor( - 255, - skycolor.getRed() * l / 255, - skycolor.getGreen() * l / 255, - skycolor.getBlue() * l / 255); - - /* - Fog - */ - - if(g_settings.getBool("enable_fog") == true) - { - f32 range = draw_control.wanted_range * BS; - if(draw_control.range_all) - range = 100000*BS; - - driver->setFog( - bgcolor, - video::EFT_FOG_LINEAR, - range*0.6, - range, - 0.01, - false, // pixel fog - false // range fog - ); - } - - - /* - Update gui stuff (0ms) - */ - - //TimeTaker guiupdatetimer("Gui updating"); - - { - wchar_t temptext[150]; - - static float drawtime_avg = 0; - drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05; - static float beginscenetime_avg = 0; - beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05; - static float scenetime_avg = 0; - scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05; - static float endscenetime_avg = 0; - endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05; - - swprintf(temptext, 150, L"Minetest-c55 (" - L"F: item=%i" - L", R: range_all=%i" - L")" - L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f", - g_selected_item, - draw_control.range_all, - drawtime_avg, - beginscenetime_avg, - scenetime_avg, - endscenetime_avg - ); - - guitext->setText(temptext); - } - - { - wchar_t temptext[150]; - swprintf(temptext, 150, - L"(% .1f, % .1f, % .1f)" - L" (% .3f < btime_jitter < % .3f" - L", dtime_jitter = % .1f %%" - L", v_range = %.1f)", - player_position.X/BS, - player_position.Y/BS, - player_position.Z/BS, - busytime_jitter1_min_sample, - busytime_jitter1_max_sample, - dtime_jitter1_max_fraction * 100.0, - draw_control.wanted_range - ); - - guitext2->setText(temptext); - } - - { - guitext_info->setText(infotext.c_str()); - } - - /* - Get chat messages from client - */ - { - // Get new messages - std::wstring message; - while(client.getChatMessage(message)) - { - chat_lines.push_back(ChatLine(message)); - /*if(chat_lines.size() > 6) - { - core::list::Iterator - i = chat_lines.begin(); - chat_lines.erase(i); - }*/ - } - // Append them to form the whole static text and throw - // it to the gui element - std::wstring whole; - // This will correspond to the line number counted from - // top to bottom, from size-1 to 0 - s16 line_number = chat_lines.size(); - // Count of messages to be removed from the top - u16 to_be_removed_count = 0; - for(core::list::Iterator - i = chat_lines.begin(); - i != chat_lines.end(); i++) - { - // After this, line number is valid for this loop - line_number--; - // Increment age - (*i).age += dtime; - /* - This results in a maximum age of 60*6 to the - lowermost line and a maximum of 6 lines - */ - float allowed_age = (6-line_number) * 60.0; - - if((*i).age > allowed_age) - { - to_be_removed_count++; - continue; - } - whole += (*i).text + L'\n'; - } - for(u16 i=0; i::Iterator - it = chat_lines.begin(); - chat_lines.erase(it); - } - guitext_chat->setText(whole.c_str()); - // Update gui element size and position - core::rect rect( - 10, - screensize.Y - 10 - text_height*chat_lines.size(), - screensize.X - 10, - screensize.Y - 10 - ); - guitext_chat->setRelativePosition(rect); - - if(chat_lines.size() == 0) - guitext_chat->setVisible(false); - else - guitext_chat->setVisible(true); - } - - /* - Inventory - */ - - static u16 old_selected_item = 65535; - if(client.getLocalInventoryUpdated() - || g_selected_item != old_selected_item) - { - old_selected_item = g_selected_item; - //std::cout<<"Updating local inventory"<setSelection(g_selected_item); - quick_inventory->update(); - } - - /* - Send actions returned by the inventory menu - */ - while(inventory_action_queue.size() != 0) - { - InventoryAction *a = inventory_action_queue.pop_front(); - - client.sendInventoryAction(a); - // Eat it - delete a; - } - - /* - Drawing begins - */ - - TimeTaker drawtimer("Drawing"); - - - { - TimeTaker timer("beginScene"); - driver->beginScene(true, true, bgcolor); - //driver->beginScene(false, true, bgcolor); - beginscenetime = timer.stop(true); - } - - //timer3.stop(); - - //std::cout<drawAll()"<drawAll(); - scenetime = timer.stop(true); - } - - { - //TimeTaker timer9("auxiliary drawings"); - // 0ms - - //timer9.stop(); - //TimeTaker //timer10("//timer10"); - - video::SMaterial m; - //m.Thickness = 10; - m.Thickness = 3; - m.Lighting = false; - driver->setMaterial(m); - - driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); - - for(core::list< core::aabbox3d >::Iterator i=hilightboxes.begin(); - i != hilightboxes.end(); i++) - { - /*std::cout<<"hilightbox min=" - <<"("<MinEdge.X<<","<MinEdge.Y<<","<MinEdge.Z<<")" - <<" max=" - <<"("<MaxEdge.X<<","<MaxEdge.Y<<","<MaxEdge.Z<<")" - <draw3DBox(*i, video::SColor(255,0,0,0)); - } - - /* - Draw crosshair - */ - driver->draw2DLine(displaycenter - core::vector2d(10,0), - displaycenter + core::vector2d(10,0), - video::SColor(255,255,255,255)); - driver->draw2DLine(displaycenter - core::vector2d(0,10), - displaycenter + core::vector2d(0,10), - video::SColor(255,255,255,255)); - - } - - //timer10.stop(); - //TimeTaker //timer11("//timer11"); - - /* - Draw gui - */ - // 0-1ms - guienv->drawAll(); - - // End drawing - { - TimeTaker timer("endScene"); - driver->endScene(); - endscenetime = timer.stop(true); - } - - drawtime = drawtimer.stop(true); - - /* - Drawing ends - */ - - static s16 lastFPS = 0; - //u16 fps = driver->getFPS(); - u16 fps = (1.0/dtime_avg1); - - if (lastFPS != fps) - { - core::stringw str = L"Minetest ["; - str += driver->getName(); - str += "] FPS:"; - str += fps; - - device->setWindowCaption(str.c_str()); - lastFPS = fps; - } - - /*} - else - device->yield();*/ - } - - delete quick_inventory; - - /* - Disable texture fetches and other stuff that is queued - to be processed by the main loop. - - This has to be done before client goes out of scope. - */ - g_irrlicht->Shutdown(true); - - } // client and server are deleted at this point - - } //try - catch(con::PeerNotFoundException &e) - { - dstream<drop(); - /* - Update configuration file - */ - /*if(configpath != "") - { - g_settings.updateConfigFile(configpath.c_str()); - }*/ - END_DEBUG_EXCEPTION_HANDLER debugstreams_deinit();